enderandrew
03-29-2004, 12:29 AM
With very few units, and all knights having the same stats etc, and one attack per unit, the game could get a little stale.
Here's a way to create new units without throwing balance out the window, or adding a whole lot of code.
Add elemental properties to the spellcasters. There is a working basis to start with already.
Pyromancers obviously do fire damage. Lightning Wards do electrical damage. Let's expand upon this.
To make things interesting and SOMEWHAT original, let's expand slightly on the boring four elements from all fantasy games.
Each element also has an opposed element, and a related element. If you attack an opposed element, the unit takes double damage. If you attack a related element, the unit takes half damage. If you attack the same element, it is immune to the attack.
Element Opposed Related
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Fire Ice Elec
Ice Fire Water
Earth Air Wood
Air Earth Spirit
Elec Earth Water
Water Air Elec
Wood Fire Spirit
Spirit Ice Wood
We can also expand upon this slightly more. Each element also has a corresponding special attack or elemental property.
For instance, the Stone Golem represents earth. The Frost Golem represents Ice.
Fire Golem Spell can be focused for continued damage
Ice Golem Freeze target (Frost Golem)
Earth Golem Boost armor (Stone Golem)
Air Golem Boosts movement range
Elec Golem Minor damage, small chance of paralysis
Water Golem Treat as Mud Golem
Wood Golem Boosts Scout's power
Spirit Golem Reduces Recovery Time
Dragons would not have a specific elemental attribute. You can't have three dragons units for different strategies. Should Dragonspeaker's be elemental specific? I think so, but that could cause there to be a lot of different unit types. You would have to increase the limit from 25 to something slightly higher. Maybe 30 or so.
Thoughts, suggestions?
Here's a way to create new units without throwing balance out the window, or adding a whole lot of code.
Add elemental properties to the spellcasters. There is a working basis to start with already.
Pyromancers obviously do fire damage. Lightning Wards do electrical damage. Let's expand upon this.
To make things interesting and SOMEWHAT original, let's expand slightly on the boring four elements from all fantasy games.
Each element also has an opposed element, and a related element. If you attack an opposed element, the unit takes double damage. If you attack a related element, the unit takes half damage. If you attack the same element, it is immune to the attack.
Element Opposed Related
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Fire Ice Elec
Ice Fire Water
Earth Air Wood
Air Earth Spirit
Elec Earth Water
Water Air Elec
Wood Fire Spirit
Spirit Ice Wood
We can also expand upon this slightly more. Each element also has a corresponding special attack or elemental property.
For instance, the Stone Golem represents earth. The Frost Golem represents Ice.
Fire Golem Spell can be focused for continued damage
Ice Golem Freeze target (Frost Golem)
Earth Golem Boost armor (Stone Golem)
Air Golem Boosts movement range
Elec Golem Minor damage, small chance of paralysis
Water Golem Treat as Mud Golem
Wood Golem Boosts Scout's power
Spirit Golem Reduces Recovery Time
Dragons would not have a specific elemental attribute. You can't have three dragons units for different strategies. Should Dragonspeaker's be elemental specific? I think so, but that could cause there to be a lot of different unit types. You would have to increase the limit from 25 to something slightly higher. Maybe 30 or so.
Thoughts, suggestions?